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Arcade › Tårnvugge

Tårnvugge

  • 3d
  • arcade
  • stacking
  • endless
  • mobile
  • high-score
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Marius Ursin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Tårnvugge yet. Play it, then tell Marius Ursin what you would add next.

Make your own game

Tårnvugge was built by Marius Ursin with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Tårnvugge opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Tårnvugge

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Rebuild “Tårnvugge” as a playable browser game: an endless 3D pastel low-poly block-stacking score chase viewed from a soft perspective camera. Use Three.js-style rendering with a transparent canvas over a vertical pastel gradient background, from blush/pink at the top through warm cream to mint green near the bottom. The scene has a large pale pink cylindrical pedestal/floor and a smaller mint cylindrical tower base. Center a tower made from simple matte rectangular cuboids, with peach, blush, and mint blocks stacked vertically. Use soft hemisphere and directional lighting, ambient shadows, fog, rounded pastel forms, and no realism/PBR-heavy detail. The camera follows the tower upward as it grows, has a gentle lag, looks toward the upper tower, rolls slightly with the tower’s sway, and adds a small trauma shake after impacts.

Core loop: start immediately with four full-width seed blocks, each about 3.6 units wide and 1.05 units tall/deep. Above the tower, continuously spawn one falling rectangular block at a time, initially full width and thereafter biased to the current top width. The falling block begins several units above the top and descends at a steady speed (base about 4.8 units/sec); its horizontal starting position is generated to vary side-to-side. The player must line it up with the top block before it reaches the tower. Landing is calculated by horizontal overlap in the tower’s local coordinates. If there is no overlap, count a full miss, reset combo, show impact feedback, and spawn falling debris; when the tower has more than three blocks, remove the bottom/top? Specifically remove the current lowest stored tower block via the game’s pop operation, otherwise shrink the top block by about 12%. If there is partial overlap, place the new block at the overlap center with width equal to the overlap, reset combo, award a smaller score, and throw the overhanging fragment sideways as debris. If overlap is at least 90% of the top width, classify it as a perfect landing: allow a small sticky snap when the centers are within about 0.12 units and overlap is at least 82%, preserve the full top width, align exactly with the top center, increment combo, award score based on tower height and a combo multiplier capped at 5x, and produce a stronger glow, white/gold square particle burst, flash, impact shake, chime, bell, and whoosh. Partial landings still add a block but reduce its width, and widths can become dangerously narrow.

The tower itself is never stable: automatically sway it with a sine wave. Base sway amplitude is 4 degrees, increasing by about 3.5 degrees per perfect combo and modestly by phase, capped at 28 degrees; sway frequency starts near 0.9 and increases with combo and phase. Smoothly damp the tower toward the sum of automatic sway and player input. Horizontal controls tilt the tower up to about 16 degrees in the opposite direction of the input: support mouse/touch dragging across the screen or a bottom horizontal axis pad, and keyboard A/D or left/right arrows. The input pad should show a centered circular knob and a colored fill extending left or right. Add a “SLIPP” button at bottom right; Space or this button makes the current falling block drop early at roughly 1.95x speed. The block can also land automatically when it reaches the top.

Difficulty progresses in 30-second phases. Each phase increases falling speed slightly, sway amplitude, and sway frequency. The game is endless until loss. Lose immediately if the tower angle passes 35 degrees from vertical, if width has fallen below 30% of original three times, or after three full misses. On game over stop the loop and show a centered translucent rounded-card overlay titled “Tårnet falt”, explain the loss reason with current score and best combo, and provide a “Spill igjen” restart button; pressing R also restarts. Keep a local high score in localStorage and update it whenever score exceeds it.

HUD must be an always-visible, clean glassy rounded overlay matching the screenshot: top-left panel labeled “SCORE” with current score; top-right right-aligned “HIGH” with high score in gold; centered pill reading “Fase 1 · sway 4°” (update phase and sway degrees); a slim danger meter under it that fills from mint to gold to coral according to absolute tower angle versus the 35-degree limit; bottom-left panel labeled “COMBO” showing xN; bottom-right panel labeled “STRIKES” showing “Wn · Mn” for width and full-miss strikes. Along the bottom show the wide translucent drag axis and circular knob, the gold-to-peach rounded “SLIPP” button, and a centered Norwegian hint: “Dra sideveis eller hold A/D — trykk SLIPP for å droppe tidlig.” Fade the hint somewhat after about 10 seconds. Use a rounded friendly display font, muted purple-gray text, translucent white panels, soft shadows, and responsive safe-area spacing.

Give the feedback a tactile arcade feel: perfect placements briefly turn the new block mint with gold emissive glow, flash the screen, emit square glitter particles, and play a bright rising chime/bell/whoosh; imperfect placements use peach blocks, a softer thud/chime, smaller particles, falling/rotating block debris, and a little camera trauma shake. Add a subtle low wind/noise ambience whose intensity follows sway. Keep the game starting directly in the play loop with no menus, online leaderboard, meta progression, or cutscenes. All visible copy should be Norwegian as shown, including the title “Tårnvugge”, “Fase”, “sway”, “SLIPP”, “STRIKES”, “Spill igjen”, and the game-over reason text.

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